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West Virginia Library Commission Spring Fling


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Why gaming as a library service?

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West Virginia Library Commission Spring Fling

  1. 1. Spring Fling 2010 Gaming as a Service
  2. 2. <ul><li>Why Gaming? </li></ul>
  3. 3. <ul><li>Why NOT </li></ul><ul><li>Gaming? </li></ul>
  4. 4. We’re Already Gaming <ul><li>Chess </li></ul><ul><li>Checkers </li></ul><ul><li>Summer Reading Club </li></ul><ul><li>Recreational Reading </li></ul><ul><li>Story time </li></ul>
  5. 5. But A Library Does Not Provide <ul><li>Carry Fiction </li></ul><ul><li>Carry picture books or other children’s literature. </li></ul><ul><li>Provide programming of any kind. </li></ul><ul><li>“We are not a recreation center” attitude is not doing us or our community any favors. </li></ul>
  6. 6. Libraries can… <ul><li>Provide a third place. </li></ul><ul><li>Provide a safe place. </li></ul><ul><li>Provide a place to socialize. </li></ul><ul><li>Provide an experience that you cannot get at home. </li></ul><ul><li>Gaming can be a piece of this picture. </li></ul>
  7. 7. Gaming and Story <ul><li>Libraries are about stories and information and access to stories and information regardless of format. Videogames must be regarded as a new, interactive, multimedia, three dimensional digital format for conveying stories and information.” </li></ul><ul><li>Game On! By Beth Gallaway, Neal-Schuman, 2009. </li></ul>
  8. 8. And… <ul><li>Teens are more invested in the story of videogames because they are the ones shaping the course and tone of the story in the moment of play. </li></ul>
  9. 9. <ul><li>BUT </li></ul><ul><li>Videogames are… </li></ul>
  10. 10. Violent <ul><li>Stats of highest selling video games here </li></ul><ul><li>Consoles and games have controls to tone down the violence (no blood, flowers instead of blood, green instead of red. </li></ul><ul><li>As library staff you are in control of what games are played and in what modes. </li></ul>
  11. 11. <ul><li>BUT </li></ul><ul><li>Videogames are… </li></ul>
  12. 12. Time Wasters <ul><li>The Gamer Generation is… </li></ul><ul><li>Open to risk-taking , exploring, trying new things, and solving problems creatively. </li></ul><ul><li>Social , and understand that sharing their interests with others does not depend on georgaphy. </li></ul><ul><li>Content Creators (fan fiction, character blogs, machinima. </li></ul>
  13. 13. <ul><li>Not Convinced? </li></ul><ul><li>One Library’s Story </li></ul>
  14. 14. How It Started <ul><li>2005 Gaming Symposium </li></ul><ul><li>2006 Gaming Proposal </li></ul><ul><li>2006 Board approval </li></ul><ul><li>2007 Teen Tech Week roll-out. </li></ul>
  15. 15. Supplies and Budget to Start <ul><li>2007 </li></ul><ul><ul><li>PS2, Guitar Hero, DDR, Nintendo Wii </li></ul></ul><ul><ul><ul><li>Each branch had $260.00 </li></ul></ul></ul><ul><ul><ul><li>Circulating collection, $1,000 worth of games </li></ul></ul></ul><ul><ul><li>2008 </li></ul></ul><ul><ul><li>$750.00 each branch, some bought extra Wii consoles, accessories, games, replacement items </li></ul></ul><ul><li>2009 </li></ul><ul><ul><li>$475.00 per branch (budget cuts) </li></ul></ul><ul><ul><li>$700.00 circulating board game collection. </li></ul></ul>
  16. 16. Teen Tech Week 2007 <ul><li>PS2, Guitar Hero w/two guitars and DDR pads. </li></ul><ul><li>378 teens attend programs in one week. </li></ul>
  17. 17. Summer Reading Club 2007 <ul><li>Some branches offered gaming as often as once a week over the 8 week period. 2,118 teens attended gaming programs across the system. </li></ul>
  18. 18. Teen Read Week 2007 <ul><li>Branches offered both open play and Guitar Hero II Tournaments. Red Octane, the company that makes Guitar Hero donated hats, t-shirts and wrist bands to every branch that hosted a tournament. </li></ul><ul><li>378 teens came to these gaming programs. </li></ul>
  19. 19. 2007 Total Numbers <ul><li>Teen Tech Week: 378 </li></ul><ul><li>March to June : 678 </li></ul><ul><li>Teen Summer Reading: 2,118 </li></ul><ul><li>Teen Read Week: 378 </li></ul><ul><li>August to December: 1809 </li></ul><ul><li>TOTAL: 5,361 </li></ul>
  20. 20. Total to Date… <ul><li>Over 15,000 teens have attended gaming programs in three years. When we take the total cost spent from 2007 to 2009, the average amount spent per teen is: </li></ul><ul><li>$1.15 </li></ul>
  21. 21. Beyond Statistics: Literacy <ul><li>…it was a great opportunity for me to interact with teens who would not normally open up to me. I set up a book display featuring books from the Teen Tech Week booklist and after I promoted them, nearly all of them were checked out. –Dublin Branch </li></ul>
  22. 22. Beyond Statistics: Literacy <ul><li>After Wednesday’s program, I was talking to Katelyn, the girl to beat at DDR yesterday. We were talking about some books she had in her hand and turns out she was interested in WWII because her grandfather was in it. This lead to talk about the Diary of Anne Frank, which she had never heard of, so we then found it and she checked it out. Hopefully as this evolves, we will find even more “book connections” with regular participants. -- Franklinton Branch </li></ul>
  23. 23. Beyond Statistics: Relationships <ul><li>The Karl Road Branch has built a Teen Advisory Board from regular gamers. </li></ul><ul><li>Northern Lights Branch has a large Somali population and gaming gives Somali teens a safe, non-confrontational venue to socialize with an activity that has high appeal. </li></ul>
  24. 24. <ul><li>Nuts and Bolts Basics </li></ul>
  25. 25. Pilots <ul><li>Can be an easy sell. </li></ul><ul><li>Opportunity to build advocacy. </li></ul><ul><li>Allows you to work out the kinks. </li></ul><ul><li>Build the excitement before a mandate from admin comes down. </li></ul>
  26. 26. Logistical Advantages <ul><li>Quick Set-up and Tear Down </li></ul><ul><li>Opportunities for teens to be the experts. </li></ul><ul><li>Library staff are able to shift from presenter to facilitator. </li></ul><ul><li>Any staff person can host gaming. </li></ul>
  27. 27. What to Buy <ul><li>Accept that like any electronic technology, gaming changes rapidly. </li></ul><ul><li>Choose things with wide appeal first, then consider what your regular gaming participants recommend. </li></ul><ul><li>Be prepared to trade games in for newer ones. </li></ul>
  28. 28. What to Buy <ul><li>Remember it’s less about equipment and more about environment. </li></ul><ul><li>If teens bring items from home, discuss responsibility and liability. </li></ul><ul><li>For big ticket items, buy one or two and share among branches/libraries, to see what to further invest in. </li></ul>
  29. 29. Promotion <ul><li>Provide gaming and they will come. </li></ul><ul><li>Schools, parent newsletter. </li></ul><ul><li>Talk with other youth serving agencies. </li></ul><ul><li>Unroll gaming alongside a larger event like Summer Reading Club or large community event. </li></ul><ul><li>Newspaper, local news gaming shops </li></ul>
  30. 30. Tournaments <ul><ul><li>Provide and ongoing story </li></ul></ul><ul><ul><li>Helps customers build teamwork and participate in healthy civic engagement. </li></ul></ul><ul><ul><li>Can become a tradition that cultivates interest from the community at large. </li></ul></ul><ul><ul><li>Provides opportunities for teamwork and other confidence building activities. </li></ul></ul>
  31. 31. Tournament Resources <ul><li>Ann Arbor District Library </li></ul><ul><ul><li>http:// </li></ul></ul><ul><ul><li> </li></ul></ul><ul><ul><li>What? Gamers in the Library? By Eli Neiburger, ALA Publications, 2007. </li></ul></ul>
  32. 32. Don’t Forget <ul><li>Board Games </li></ul><ul><li>Card Games </li></ul><ul><li>Allowing the gaming environment to be shaped by your teen customers. </li></ul>
  33. 33. Gaming Then and Now <ul><li>2005 Symposium, new idea, few model libraries sharing their stories. Articles in Voya. </li></ul><ul><li>2010 Corporate Grants for Gaming, Regular columns on Gaming at School Library Journal, Voya, and Library Journal blog. </li></ul><ul><li>Moving into Game Design Programs. </li></ul>
  34. 34. Resources <ul><li>Liz Danforth Blog: </li></ul><ul><li> </li></ul><ul><li>ALA Toolkit: </li></ul><ul><li> </li></ul><ul><li>Electronic Software Association </li></ul><ul><li> </li></ul>
  35. 35. More Resources <ul><li>Voya Column by Matthew Roach </li></ul><ul><li>Gaming Life Column, School Library Journal </li></ul><ul><li>What? Gamers in the Library! By Eli Neiburger, ALA Publications, 2007 </li></ul><ul><li>Game On! By Beth Gallaway, Neal-Schuman, 2009. </li></ul>
  36. 36. <ul><li>Questions? </li></ul><ul><li>[email_address] </li></ul>